Sixth Fleet: Modern Naval Combat in the Mediterranean
BGG rank
BGG #5,448
BGG rating
7.0

Sixth Fleet: Modern Naval Combat in the Mediterranean

1985

Rules assistance for Sixth Fleet: Modern Naval Combat in the Mediterranean

Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

  • 2 players
  • 360–1200 min
  • 12+
  • Complexity 3.3/5

For 2 players

Rules assistant for Sixth Fleet: Modern Naval Combat in the Mediterranean

What would you like to know?

Answers come from the official rulebook, with the page to check.

Sixth Fleet: Modern Naval Combat in the Mediterranean is a board game released in 1985 for 2 players, 360–1200 minutes per game, and ages 12 and up. It was designed by Joseph M. Balkoski and its main mechanics are Dice Rolling, Grid Movement, and Secret Unit Deployment.

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About the game

Sixth Fleet is a simulation game of near-future combat for control of the Mediterranean Basin. As commander of the U.S. or Soviet fleet and respective allies, you must form your ships into Task Forces and attempt to cripple the enemy’s capital ships and submarines. Your limited air assets must be carefully assigned to defensive and offensive missions. Commando, parachute and amphibious assault units stand at the ready to capture vital objectives. Most important, you must protect your supply and replenishment ships, or your fleet will be unable to maintain combat momentum. Sixth Fleet is a comprehensive simulation of the myriad elements involved in future naval confrontation. Each 8 hour game turn is broken into 3 distinct phases (sub, surface, and air) and each player takes turns choosing which phase they wish to conduct. Ex. if the US player chooses "Air", they conduct all bombing, shipping strikes, anti-sub, and interception actions for all their aircraft. Players also use their units to attempt to "detect" enemy forces so that an attack can be made. Ships and aircraft are always detected once a unit moves close enough to them, but players have to roll to try to detect subs. Optional rules include nuclear weapons and logistics. About 14 scenarios are included which range from about 60 minutes (for Introductory Scenarios) to 3 to 6 hours (for Intermediate Scenarios) to 20 or more hours (for the Advanced Scenarios). Part of Victory Games Fleet Series.

Questions and answers

Sixth Fleet: Modern Naval Combat in the Mediterranean supports 2 players according to the catalogue. This is the publisher’s listed player count, so the game is designed for exactly that number of participants. Variants for other group sizes, if any, are described in the rulebook of your edition, so check it before setting up a different configuration.